refactor(wizard): move core to Shared, add IWizardMessenger contract (issue #112)
Moves the game-creation wizard state machine, view builder, and platform-neutral contracts (callback data, step names, storage exception, club option, step limits) from GmRelay.Bot to GmRelay.Shared. Telegram continues to work through a new TelegramWizardMessenger implementing IWizardMessenger and a WizardInteractionMapper that converts Update → WizardInteraction. Wires the new platform column on wizard_drafts (V032 migration) and switches chat/owner/thread/message ids to TEXT so the same table can hold Discord snowflakes later. - GameCreationWizard: now in Shared, takes IWizardMessenger + IWizardDraftRepository, dispatches on WizardInteraction. - New IWizardMessenger contract with Edit/Send/Answer/GetOwnerClubs (returns string ids so Telegram longs and Discord snowflakes both fit). - New WizardStepViewBuilder in Shared returns (text, IReadOnlyList<WizardAction>); TelegramWizardMessenger renders actions into InlineKeyboardMarkup via a new Bot-side ToInlineKeyboard helper. - New WizardInteractionMapper in Bot (5-case test) converts Telegram Update to WizardInteraction. - WizardDraft gains a Platform column; ChatId/MessageThreadId/OwnerId/ DraftMessageId switched to string. V032 migrates existing rows and rebuilds the owner lookup index on (platform, owner_id). - All existing wizard / create-session tests updated to the new contract (HandleInteractionAsync + WizardInteraction). Wizard callback-data format preserved. - dotnet build clean, dotnet format --verify-no-changes clean, all 101 wizard tests pass.
This commit is contained in:
@@ -0,0 +1,521 @@
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using System.Threading.Tasks;
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using GmRelay.Shared.Domain;
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using Microsoft.Extensions.Logging;
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namespace GmRelay.Shared.Features.Sessions.CreateSession.Wizard;
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/// <summary>
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/// Central state machine for the game/pool creation wizard. Lives in
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/// <c>GmRelay.Shared</c> so it can be driven from any platform
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/// messenger. Platform-specific code (<c>Telegram.Bot</c>,
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/// <c>NetCord</c>, …) lives in the corresponding adapter and converts
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/// its native update type into a <see cref="WizardInteraction"/> before
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/// calling <see cref="HandleInteractionAsync"/>.
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/// </summary>
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public sealed class GameCreationWizard
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{
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private readonly IWizardDraftRepository _drafts;
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private readonly IWizardMessenger _messenger;
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private readonly ILogger<GameCreationWizard> _log;
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public GameCreationWizard(
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IWizardDraftRepository drafts,
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IWizardMessenger messenger,
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ILogger<GameCreationWizard> log)
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{
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_drafts = drafts;
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_messenger = messenger;
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_log = log;
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}
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/// <summary>
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/// Handle a single user interaction with the wizard. Adapters should
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/// map their native event (Telegram <c>Update</c>, Discord
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/// interaction, …) into a <see cref="WizardInteraction"/> first.
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/// </summary>
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public async Task HandleInteractionAsync(
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WizardInteraction interaction,
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WizardDraft draft,
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CancellationToken ct)
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{
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try
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{
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if (interaction.CallbackPayload is not null)
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{
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await HandleCallbackAsync(draft, interaction, ct);
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}
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else
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{
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await HandleTextAsync(draft, interaction, ct);
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}
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}
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catch (WizardStorageException)
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{
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if (interaction.CallbackPayload is not null)
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{
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await _messenger.AnswerInteractionAsync(
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interaction.InteractionId, "💥 Ошибка хранилища, попробуйте /newsession", ct);
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}
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}
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catch (Exception ex)
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{
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_log.LogError(ex, "Wizard interaction failed for draft {DraftId}", draft.Id);
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if (interaction.CallbackPayload is not null)
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{
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try
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{
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await _messenger.AnswerInteractionAsync(
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interaction.InteractionId, "⚠️ Ошибка", ct);
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}
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catch
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{
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/* swallow — we're already in error path */
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}
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}
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}
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}
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private async Task HandleCallbackAsync(
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WizardDraft draft,
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WizardInteraction interaction,
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CancellationToken ct)
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{
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if (!WizardCallbackData.TryParse(interaction.CallbackPayload, out var action, out var step, out var choice))
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{
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await _messenger.AnswerInteractionAsync(interaction.InteractionId, "Неизвестная команда", ct);
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return;
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}
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switch (action)
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{
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case "cancel":
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await _drafts.DeleteAsync(draft.Id, ct);
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await _messenger.EditDraftMessageAsync(
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draft, "❌ Мастер отменён.", Array.Empty<WizardAction>(), ct);
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await _messenger.AnswerInteractionAsync(interaction.InteractionId, null, ct);
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return;
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case "back":
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ApplyBack(draft, step);
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await PersistAndRenderAsync(draft, interaction.InteractionId, ct);
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return;
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case "create":
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// Routed by the platform's CreateSessionHandler, not here.
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await _messenger.AnswerInteractionAsync(interaction.InteractionId, null, ct);
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return;
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default:
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// For "Choice" callbacks, action == step.
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await ApplyChoiceAsync(draft, step, choice, interaction.InteractionId, ct);
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return;
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}
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}
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private async Task HandleTextAsync(
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WizardDraft draft,
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WizardInteraction interaction,
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CancellationToken ct)
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{
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if (interaction.Text is not { } text)
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{
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// Photo or other non-text — handle cover step only.
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if (interaction.PhotoFileId is { } fileId &&
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draft.Step == WizardStepNames.Cover)
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{
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ApplyCoverPhoto(draft, fileId);
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await PersistAndRenderAsync(draft, null, ct);
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}
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return;
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}
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var (nextStep, error, payload) = ApplyText(draft, text);
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if (payload is { } p) SavePayload(draft, p);
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if (error is { } errMsg)
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{
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// Re-render the same step with ⚠️ prefix.
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var (rendered, actions) = WizardStepViewBuilder.Build(draft, LoadPayload(draft));
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await _messenger.EditDraftMessageAsync(
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draft, "⚠️ " + errMsg + "\n\n" + rendered, actions, ct);
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return;
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}
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if (nextStep is { } step)
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{
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draft.Step = step;
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}
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await PersistAndRenderAsync(draft, null, ct);
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}
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private async Task ApplyChoiceAsync(
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WizardDraft draft, string step, string choice, string interactionId, CancellationToken ct)
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{
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var (nextStep, error, payload) = ApplyChoice(draft, step, choice);
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if (error is { } err)
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{
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await _messenger.AnswerInteractionAsync(interactionId, err, ct);
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return;
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}
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if (payload is { } p) SavePayload(draft, p);
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if (nextStep is { } s)
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{
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draft.Step = s;
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}
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await PersistAndRenderAsync(draft, interactionId, ct);
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}
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private async Task PersistAndRenderAsync(WizardDraft draft, string? interactionId, CancellationToken ct)
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{
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draft.UpdatedAt = DateTimeOffset.UtcNow;
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await _drafts.UpsertAsync(draft, ct);
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var payload = LoadPayload(draft);
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IReadOnlyList<WizardClubOption>? clubs = null;
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if (draft.Step == WizardStepNames.PickClub)
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{
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clubs = await _messenger.GetOwnerClubsAsync(draft.OwnerId, ct);
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}
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var (text, actions) = WizardStepViewBuilder.Build(draft, payload, clubs);
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await _messenger.EditDraftMessageAsync(draft, text, actions, ct);
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if (interactionId is { } id)
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{
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await _messenger.AnswerInteractionAsync(id, null, ct);
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}
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}
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// ── Text input dispatcher ─────────────────────────────────────────
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private static (string? nextStep, string? error, WizardPayload payload) ApplyText(WizardDraft draft, string input)
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{
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var payload = LoadPayload(draft);
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switch (draft.Step)
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{
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case WizardStepNames.Title:
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return ValidateText(input, WizardStepLimits.MaxTitleLength, "Название не может быть пустым", "Слишком длинное название", out var title)
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? (WizardStepNames.Description, SetTitle(payload, title), payload)
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: (null, title, payload);
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case WizardStepNames.Description:
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if (input == "-") return (WizardStepNames.Cover, SetDescription(payload, null), payload);
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return ValidateText(input, WizardStepLimits.MaxDescriptionLength, "Описание не может быть пустым", "Слишком длинное описание", out var desc)
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? (WizardStepNames.Cover, SetDescription(payload, desc), payload)
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: (null, desc, payload);
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case WizardStepNames.Cover:
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if (input == "-") return (NextAfterCover(payload), SetImageUrl(payload, null), payload);
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if (Uri.TryCreate(input, UriKind.Absolute, out var uri) && (uri.Scheme == Uri.UriSchemeHttp || uri.Scheme == Uri.UriSchemeHttps))
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return (NextAfterCover(payload), SetImageUrl(payload, input), payload);
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return (null, "Некорректный URL", payload);
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case WizardStepNames.System when payload.System is null:
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// "Other" branch — only active if free-text was offered.
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return ValidateText(input, WizardStepLimits.MaxSystemLength, "Слишком длинное название системы", "Слишком длинное название системы", out var sys)
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? (WizardStepNames.Duration, SetSystem(payload, sys), payload)
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: (null, sys, payload);
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case WizardStepNames.Duration when payload.DurationMinutes is null:
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return TryParseHours(input, out var durMin)
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? (WizardStepNames.DateTime, SetDurationMinutes(payload, durMin), payload)
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: (null, "Неверная длительность (1..12 ч)", payload);
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case WizardStepNames.DateTime:
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return MoscowTime.TryParseMoscow(input, out var dt) && dt > DateTimeOffset.UtcNow
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? (WizardStepNames.Capacity, SetScheduledAt(payload, dt), payload)
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: (null, dt == default ? "Не удалось разобрать дату" : "Дата в прошлом", payload);
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case WizardStepNames.Capacity when payload.Single?.MaxPlayers is null:
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return int.TryParse(input, out var cap) && cap >= WizardStepLimits.MinCapacity && cap <= WizardStepLimits.MaxCapacity
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? (WizardStepNames.Visibility, SetMaxPlayers(payload, cap), payload)
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: (null, "Лимит должен быть 1..50", payload);
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case WizardStepNames.PoolSystemDuration when payload.System is null:
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return ValidateText(input, WizardStepLimits.MaxSystemLength, "Слишком длинное название системы", "Слишком длинное название системы", out var psys)
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? (WizardStepNames.PoolSystemDuration, SetSystem(payload, psys), payload)
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: (null, psys, payload);
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case WizardStepNames.PoolSystemDuration when payload.DurationMinutes is null:
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return TryParseHours(input, out var pdur)
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? (WizardStepNames.Visibility, SetDurationMinutes(payload, pdur), payload)
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: (null, "Неверная длительность (1..12 ч)", payload);
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case WizardStepNames.PoolSlotDateTime:
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return MoscowTime.TryParseMoscow(input, out var slotDt) && slotDt > DateTimeOffset.UtcNow
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? (WizardStepNames.PoolSlotCapacity, SetCurrentSlotDateTime(payload, slotDt), payload)
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: (null, slotDt == default ? "Не удалось разобрать дату" : "Дата в прошлом", payload);
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case WizardStepNames.PoolSlotCapacity:
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return int.TryParse(input, out var slotCap) && slotCap >= WizardStepLimits.MinCapacity && slotCap <= WizardStepLimits.MaxCapacity
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? (WizardStepNames.PoolAddSlots, SetCurrentSlotMaxPlayers(payload, slotCap), payload)
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: (null, "Лимит должен быть 1..50", payload);
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default:
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return (null, "Ожидается выбор кнопкой", payload);
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}
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}
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// ── Callback (button) dispatcher ──────────────────────────────────
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private static (string? nextStep, string? error, WizardPayload payload) ApplyChoice(WizardDraft draft, string step, string choice)
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{
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var payload = LoadPayload(draft);
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var (next, err) = step switch
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{
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WizardStepNames.Type => ApplyTypeChoice(payload, choice),
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WizardStepNames.System => ApplySystemChoice(payload, choice),
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WizardStepNames.Duration => ApplyDurationChoice(payload, choice),
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WizardStepNames.Capacity => ApplyCapacityChoice(payload, choice),
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WizardStepNames.Visibility => ApplyVisibilityChoice(payload, choice),
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WizardStepNames.PickClub => ApplyPickClubChoice(payload, choice),
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WizardStepNames.Publish => ApplyPublishChoice(payload, choice),
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WizardStepNames.PoolSystemDuration => ApplyPoolSystemDurationChoice(payload, choice),
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WizardStepNames.PoolAddSlots => ApplyPoolAddSlotsChoice(payload, choice),
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WizardStepNames.PoolSlotCapacity => ApplyPoolSlotCapacityChoice(payload, choice),
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_ => (null, "Неизвестный шаг"),
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};
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return (next, err, payload);
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}
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private static (string?, string?) ApplyTypeChoice(WizardPayload p, string choice) => choice switch
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{
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"single" => (WizardStepNames.Title, SetType(p, WizardCreationType.Single)),
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"pool" => (WizardStepNames.Title, SetType(p, WizardCreationType.Pool)),
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_ => (null, "Неизвестный выбор"),
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};
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private static (string?, string?) ApplySystemChoice(WizardPayload p, string choice) => choice switch
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{
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"_other" => (WizardStepNames.System, null), // stay, await text
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"_skip" => (NextAfterSystem(p), SetSystem(p, null)),
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{ } code => (WizardStepNames.Duration, SetSystem(p, code)),
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};
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private static (string?, string?) ApplyDurationChoice(WizardPayload p, string choice) => choice switch
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{
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"_other" => (WizardStepNames.Duration, null),
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"_skip" => (NextAfterDuration(p), SetDurationMinutes(p, null)),
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{ } d => int.TryParse(d, out var min)
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? (NextAfterDuration(p), SetDurationMinutes(p, min))
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: (null, "Неверная длительность"),
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};
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private static (string?, string?) ApplyCapacityChoice(WizardPayload p, string choice) => choice switch
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{
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"waitlist:on" => (WizardStepNames.Visibility, SetWaitlist(p, true)),
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"waitlist:off" => (WizardStepNames.Visibility, SetWaitlist(p, false)),
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_ => (null, "Неизвестный выбор"),
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};
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private static (string?, string?) ApplyVisibilityChoice(WizardPayload p, string choice) => choice switch
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{
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"public" => (NextAfterVisibility(p), SetVisibility(p, WizardVisibility.Public)),
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"club" => (WizardStepNames.PickClub, SetVisibility(p, WizardVisibility.Club)),
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"members" => (WizardStepNames.PickClub, SetVisibility(p, WizardVisibility.Members)),
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"pickclub" => (WizardStepNames.PickClub, null),
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_ => (null, "Неизвестный выбор"),
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};
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private static (string?, string?) ApplyPickClubChoice(WizardPayload p, string choice)
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=> Guid.TryParse(choice, out var id)
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? (NextAfterVisibility(p), SetClubId(p, id))
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: (null, "Неверный идентификатор клуба");
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private static (string?, string?) ApplyPublishChoice(WizardPayload p, string choice) => choice switch
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{
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"yes" => (WizardStepNames.Confirm, SetPublishInShowcase(p, true)),
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"no" => (WizardStepNames.Confirm, SetPublishInShowcase(p, false)),
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_ => (null, "Неизвестный выбор"),
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};
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private static (string?, string?) ApplyPoolSystemDurationChoice(WizardPayload p, string choice) => choice switch
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{
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"_custom" => (WizardStepNames.PoolSystemDuration, null),
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{ } c when c.Contains(':') => SplitSystemDuration(c) is (var sys, var dur)
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? (WizardStepNames.Visibility, SetSystem(p, sys) ?? SetDurationMinutes(p, dur))
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: (null, "Неверный выбор"),
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_ => (null, "Неизвестный выбор"),
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};
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private static (string?, string?) ApplyPoolAddSlotsChoice(WizardPayload p, string choice) => choice switch
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{
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"add" => BeginNewPoolSlot(p),
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"done" => p.Pool?.Slots.Count > 0
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? (WizardStepNames.PoolConfirm, null)
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: (null, "Добавьте хотя бы один слот"),
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_ => (null, "Неизвестный выбор"),
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};
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private static (string?, string?) ApplyPoolSlotCapacityChoice(WizardPayload p, string choice) => choice switch
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{
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"waitlist:on" => (WizardStepNames.PoolAddSlots, CommitCurrentPoolSlot(p, true)),
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"waitlist:off" => (WizardStepNames.PoolAddSlots, CommitCurrentPoolSlot(p, false)),
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_ => (null, "Неизвестный выбор"),
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};
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// ── Back navigation ───────────────────────────────────────────────
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private static void ApplyBack(WizardDraft draft, string fromStep)
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{
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// The callback's "step" portion is the step the user is currently on (e.g. the
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// Confirm button emits `wizard:back` with no step, in which case we fall back to
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// the draft's current step). Both should produce the same result.
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var current = string.IsNullOrEmpty(fromStep) ? draft.Step : fromStep;
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var payload = LoadPayload(draft);
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var previous = PreviousStep(current, payload);
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if (previous is { } step) draft.Step = step;
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}
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private static string? PreviousStep(string step, WizardPayload p) => step switch
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{
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WizardStepNames.Title => null, // first step
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WizardStepNames.Description => WizardStepNames.Title,
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WizardStepNames.Cover => WizardStepNames.Description,
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WizardStepNames.System => WizardStepNames.Cover,
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WizardStepNames.Duration => WizardStepNames.System,
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WizardStepNames.DateTime => WizardStepNames.Duration,
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WizardStepNames.Capacity => WizardStepNames.DateTime,
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WizardStepNames.Visibility => WizardStepNames.Capacity,
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WizardStepNames.PickClub => WizardStepNames.Visibility,
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WizardStepNames.Publish => WizardStepNames.PickClub,
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WizardStepNames.Confirm => WizardStepNames.Publish,
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WizardStepNames.PoolSystemDuration => null, // first pool step
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WizardStepNames.PoolAddSlots => WizardStepNames.PoolSystemDuration,
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WizardStepNames.PoolSlotDateTime => WizardStepNames.PoolAddSlots,
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WizardStepNames.PoolSlotCapacity => WizardStepNames.PoolSlotDateTime,
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WizardStepNames.PoolConfirm => WizardStepNames.PoolAddSlots,
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_ => null,
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||||
};
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||||
|
||||
// ── Payload I/O ───────────────────────────────────────────────────
|
||||
public static WizardPayload LoadPayload(WizardDraft draft)
|
||||
{
|
||||
if (string.IsNullOrEmpty(draft.PayloadJson)) return new WizardPayload();
|
||||
return System.Text.Json.JsonSerializer.Deserialize(
|
||||
draft.PayloadJson, WizardPayloadJsonContext.Default.WizardPayload) ?? new WizardPayload();
|
||||
}
|
||||
|
||||
private static void SavePayload(WizardDraft draft, WizardPayload payload)
|
||||
{
|
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draft.PayloadJson = System.Text.Json.JsonSerializer.Serialize(
|
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payload, WizardPayloadJsonContext.Default.WizardPayload);
|
||||
}
|
||||
|
||||
// Mutators — return the error message if any (kept here to centralise flow).
|
||||
private static string? SetTitle(WizardPayload p, string v) { p.Title = v; return null; }
|
||||
private static string? SetDescription(WizardPayload p, string? v) { p.Description = v; return null; }
|
||||
private static string? SetImageUrl(WizardPayload p, string? v) { p.ImageUrl = v; p.ImageFileId = null; return null; }
|
||||
private static void ApplyCoverPhoto(WizardDraft d, string fileId)
|
||||
{
|
||||
var p = LoadPayload(d);
|
||||
p.ImageFileId = fileId;
|
||||
p.ImageUrl = null;
|
||||
SavePayload(d, p);
|
||||
var next = NextAfterCover(p);
|
||||
if (next is { } s) d.Step = s;
|
||||
}
|
||||
private static string? SetSystem(WizardPayload p, string? v) { p.System = v; return null; }
|
||||
private static string? SetDurationMinutes(WizardPayload p, int? v) { p.DurationMinutes = v; return null; }
|
||||
private static string? SetScheduledAt(WizardPayload p, DateTimeOffset v)
|
||||
{ p.Single ??= new WizardSingleInput(); p.Single.ScheduledAt = v; return null; }
|
||||
private static string? SetMaxPlayers(WizardPayload p, int v)
|
||||
{ p.Single ??= new WizardSingleInput(); p.Single.MaxPlayers = v; return null; }
|
||||
private static string? SetWaitlist(WizardPayload p, bool v) { p.Waitlist = v; return null; }
|
||||
private static string? SetVisibility(WizardPayload p, WizardVisibility? v) { p.Visibility = v; return null; }
|
||||
private static string? SetClubId(WizardPayload p, Guid v) { p.ClubId = v; return null; }
|
||||
private static string? SetType(WizardPayload p, WizardCreationType v) { p.Type = v; return null; }
|
||||
private static string? SetPublishInShowcase(WizardPayload p, bool v) { p.PublishInShowcase = v; return null; }
|
||||
|
||||
private static string? SetCurrentSlotDateTime(WizardPayload p, DateTimeOffset v)
|
||||
{
|
||||
p.Pool ??= new WizardPoolInput();
|
||||
var current = EnsureCurrentPoolSlot(p);
|
||||
current.ScheduledAt = v;
|
||||
return null;
|
||||
}
|
||||
private static string? SetCurrentSlotMaxPlayers(WizardPayload p, int v)
|
||||
{
|
||||
p.Pool ??= new WizardPoolInput();
|
||||
var current = EnsureCurrentPoolSlot(p);
|
||||
current.MaxPlayers = v;
|
||||
return null;
|
||||
}
|
||||
private static string? CommitCurrentPoolSlot(WizardPayload p, bool waitlist)
|
||||
{
|
||||
p.Pool ??= new WizardPoolInput();
|
||||
var current = EnsureCurrentPoolSlot(p);
|
||||
current.Waitlist = waitlist;
|
||||
return null;
|
||||
}
|
||||
private static (string? nextStep, string? error) BeginNewPoolSlot(WizardPayload p)
|
||||
{
|
||||
p.Pool ??= new WizardPoolInput();
|
||||
p.Pool.Slots.Add(new WizardSlotInput());
|
||||
return (WizardStepNames.PoolSlotDateTime, null);
|
||||
}
|
||||
private static WizardSlotInput EnsureCurrentPoolSlot(WizardPayload p)
|
||||
{
|
||||
// Slots added via BeginNewPoolSlot are always committed before they leave the
|
||||
// PoolSlotCapacity step (CommitCurrentPoolSlot). If we somehow get here without
|
||||
// a slot, start a new one to keep the flow recoverable.
|
||||
p.Pool ??= new WizardPoolInput();
|
||||
var last = p.Pool.Slots.LastOrDefault();
|
||||
if (last is not null && last.MaxPlayers == 0) return last;
|
||||
p.Pool.Slots.Add(new WizardSlotInput());
|
||||
return p.Pool.Slots[^1];
|
||||
}
|
||||
|
||||
// ── Flow helpers ──────────────────────────────────────────────────
|
||||
private static string? NextAfterCover(WizardPayload p) => p.Type == WizardCreationType.Pool
|
||||
? WizardStepNames.PoolSystemDuration : WizardStepNames.System;
|
||||
private static string? NextAfterSystem(WizardPayload p) => WizardStepNames.Duration;
|
||||
private static string? NextAfterDuration(WizardPayload p)
|
||||
{
|
||||
if (p.Type == WizardCreationType.Pool) return WizardStepNames.Visibility;
|
||||
return p.Single?.MaxPlayers is not null ? WizardStepNames.Visibility : WizardStepNames.DateTime;
|
||||
}
|
||||
private static string? NextAfterVisibility(WizardPayload p)
|
||||
{
|
||||
if (p.Visibility is WizardVisibility.Club or WizardVisibility.Members)
|
||||
{
|
||||
if (p.ClubId is null) return WizardStepNames.PickClub;
|
||||
}
|
||||
return p.Type == WizardCreationType.Pool ? WizardStepNames.PoolAddSlots : WizardStepNames.Publish;
|
||||
}
|
||||
|
||||
private static (string? sys, int? dur) SplitSystemDuration(string s)
|
||||
{
|
||||
var idx = s.IndexOf(':');
|
||||
if (idx <= 0 || idx >= s.Length - 1) return (null, null);
|
||||
var sys = s.Substring(0, idx);
|
||||
if (!int.TryParse(s.Substring(idx + 1), out var durMin)) return (null, null);
|
||||
return (sys, durMin);
|
||||
}
|
||||
|
||||
private static bool ValidateText(
|
||||
string input, int maxLength, string emptyMsg, string tooLongMsg, out string trimmed)
|
||||
{
|
||||
trimmed = input.Trim();
|
||||
if (string.IsNullOrEmpty(trimmed))
|
||||
{
|
||||
trimmed = emptyMsg;
|
||||
return false;
|
||||
}
|
||||
if (trimmed.Length > maxLength)
|
||||
{
|
||||
trimmed = tooLongMsg;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private static bool TryParseHours(string input, out int minutes)
|
||||
{
|
||||
minutes = 0;
|
||||
var s = input.Trim();
|
||||
if (s.EndsWith("h", StringComparison.OrdinalIgnoreCase)) s = s.Substring(0, s.Length - 1);
|
||||
if (s.EndsWith("ч", StringComparison.OrdinalIgnoreCase)) s = s.Substring(0, s.Length - 1);
|
||||
if (!double.TryParse(s, System.Globalization.NumberStyles.Float, System.Globalization.CultureInfo.InvariantCulture, out var hours)) return false;
|
||||
if (hours < WizardStepLimits.MinDurationHours || hours > WizardStepLimits.MaxDurationHours) return false;
|
||||
minutes = (int)Math.Round(hours * 60);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -1,21 +0,0 @@
|
||||
using System;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace GmRelay.Shared.Features.Sessions.CreateSession.Wizard;
|
||||
|
||||
/// <summary>
|
||||
/// Storage contract for wizard drafts. Exists so the wizard can be unit-tested
|
||||
/// against a hand-rolled fake (the concrete repository hits PostgreSQL via
|
||||
/// Dapper.AOT and is therefore unsuitable for fast in-process tests).
|
||||
/// </summary>
|
||||
public interface IWizardDraftRepository
|
||||
{
|
||||
Task<WizardDraft?> GetActiveAsync(long chatId, int? messageThreadId, long ownerTelegramId, CancellationToken ct);
|
||||
|
||||
Task UpsertAsync(WizardDraft draft, CancellationToken ct);
|
||||
|
||||
Task DeleteAsync(Guid id, CancellationToken ct);
|
||||
|
||||
Task<int> DeleteExpiredAsync(CancellationToken ct);
|
||||
}
|
||||
@@ -0,0 +1,116 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace GmRelay.Shared.Features.Sessions.CreateSession.Wizard;
|
||||
|
||||
/// <summary>
|
||||
/// Visual style for a wizard button. The platform adapter maps this to its
|
||||
/// own native styling (Telegram currently ignores it; Discord uses it for
|
||||
/// primary/danger/success button colors).
|
||||
/// </summary>
|
||||
public enum WizardActionStyle
|
||||
{
|
||||
Primary,
|
||||
Secondary,
|
||||
Success,
|
||||
Danger,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A single button on a wizard keyboard. <see cref="Payload"/> is the
|
||||
/// platform-neutral callback token — usually produced by
|
||||
/// <see cref="WizardCallbackData"/> but adapters are free to interpret
|
||||
/// any string.
|
||||
/// </summary>
|
||||
public sealed record WizardAction(
|
||||
string Label,
|
||||
string Payload,
|
||||
WizardActionStyle Style = WizardActionStyle.Secondary);
|
||||
|
||||
/// <summary>
|
||||
/// One row of buttons on a wizard keyboard. The platform adapter is
|
||||
/// responsible for laying out rows; the wizard core returns a flat list
|
||||
/// of actions and trusts the adapter to split them into rows.
|
||||
/// </summary>
|
||||
public sealed record WizardKeyboard(IReadOnlyList<WizardAction> Actions);
|
||||
|
||||
/// <summary>
|
||||
/// A user-owned group/club selectable from the visibility step. Moved
|
||||
/// from <c>GmRelay.Bot</c> so the wizard can ask for the list without
|
||||
/// taking a dependency on Telegram.
|
||||
/// </summary>
|
||||
public sealed record WizardClubOption(Guid ClubId, string Name);
|
||||
|
||||
/// <summary>
|
||||
/// Platform-neutral user interaction with the wizard. Adapters convert
|
||||
/// their native event (Telegram <c>Update</c>, Discord interaction, …)
|
||||
/// into one of these before handing it to <see cref="GameCreationWizard"/>.
|
||||
/// </summary>
|
||||
public sealed record WizardInteraction(
|
||||
string OwnerId,
|
||||
string? Text,
|
||||
string? CallbackPayload,
|
||||
string? PhotoFileId,
|
||||
string? PhotoUrl,
|
||||
string InteractionId);
|
||||
|
||||
/// <summary>
|
||||
/// Storage contract for wizard drafts. Exists so the wizard can be
|
||||
/// unit-tested against a hand-rolled fake (the concrete repository hits
|
||||
/// PostgreSQL via Dapper.AOT and is therefore unsuitable for fast
|
||||
/// in-process tests).
|
||||
/// </summary>
|
||||
public interface IWizardDraftRepository
|
||||
{
|
||||
Task<WizardDraft?> GetActiveAsync(string platform, string ownerId, CancellationToken ct);
|
||||
|
||||
Task UpsertAsync(WizardDraft draft, CancellationToken ct);
|
||||
|
||||
Task DeleteAsync(Guid id, CancellationToken ct);
|
||||
|
||||
Task<int> DeleteExpiredAsync(CancellationToken ct);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Contract the wizard core uses to talk to the chat platform. Each
|
||||
/// platform supplies its own implementation (Telegram today, Discord in
|
||||
/// a follow-up task).
|
||||
/// </summary>
|
||||
public interface IWizardMessenger
|
||||
{
|
||||
/// <summary>
|
||||
/// Edit the message that currently represents the wizard draft.
|
||||
/// Returns the new message id as a string — Telegram exposes
|
||||
/// <c>int32</c>, Discord uses 64-bit snowflakes, both fit in
|
||||
/// <see cref="string"/> for cross-platform uniformity.
|
||||
/// </summary>
|
||||
Task<string> EditDraftMessageAsync(
|
||||
WizardDraft draft,
|
||||
string text,
|
||||
IReadOnlyList<WizardAction> keyboard,
|
||||
CancellationToken ct);
|
||||
|
||||
/// <summary>
|
||||
/// Post a fresh wizard draft message and return its id.
|
||||
/// </summary>
|
||||
Task<string> SendDraftMessageAsync(
|
||||
WizardDraft draft,
|
||||
string text,
|
||||
IReadOnlyList<WizardAction> keyboard,
|
||||
CancellationToken ct);
|
||||
|
||||
/// <summary>
|
||||
/// Acknowledge a callback / interaction. <paramref name="text"/>
|
||||
/// is an optional toast the user sees briefly.
|
||||
/// </summary>
|
||||
Task AnswerInteractionAsync(string interactionId, string? text, CancellationToken ct);
|
||||
|
||||
/// <summary>
|
||||
/// List the clubs/groups the owner manages. The platform
|
||||
/// implementation decides how to query the database — the wizard
|
||||
/// core only needs a list of (id, name) pairs.
|
||||
/// </summary>
|
||||
Task<IReadOnlyList<WizardClubOption>> GetOwnerClubsAsync(string ownerId, CancellationToken ct);
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
using System;
|
||||
|
||||
namespace GmRelay.Shared.Features.Sessions.CreateSession.Wizard;
|
||||
|
||||
/// <summary>
|
||||
/// Wire format for wizard callback data. The format is shared by all
|
||||
/// platforms (Telegram today, Discord in a follow-up task) and must
|
||||
/// stay stable because it is persisted in chat histories and slash-command
|
||||
/// autocomplete. Token is <c>wizard</c> to keep the namespace separate
|
||||
/// from the rest of the bot's command callbacks.
|
||||
/// </summary>
|
||||
public static class WizardCallbackData
|
||||
{
|
||||
public const string Prefix = "wizard";
|
||||
|
||||
public static string Choice(string step, string choice) => $"{Prefix}:{step}:{choice}";
|
||||
|
||||
public static string Back() => $"{Prefix}:back";
|
||||
|
||||
public static string Cancel() => $"{Prefix}:cancel";
|
||||
|
||||
public static string Create() => $"{Prefix}:create";
|
||||
|
||||
public static bool TryParse(string? data, out string action, out string step, out string choice)
|
||||
{
|
||||
action = step = choice = string.Empty;
|
||||
if (string.IsNullOrEmpty(data)) return false;
|
||||
var parts = data.Split(':', 3);
|
||||
if (parts.Length < 2 || parts[0] != Prefix) return false;
|
||||
action = parts[1];
|
||||
step = parts.Length >= 3 ? parts[1] : string.Empty;
|
||||
choice = parts.Length >= 3 ? parts[2] : string.Empty;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -5,13 +5,47 @@ namespace GmRelay.Shared.Features.Sessions.CreateSession.Wizard;
|
||||
public sealed class WizardDraft
|
||||
{
|
||||
public Guid Id { get; set; }
|
||||
public long ChatId { get; set; }
|
||||
public int? MessageThreadId { get; set; }
|
||||
public long OwnerTelegramId { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Stable string id of the chat/guild/channel this draft lives in.
|
||||
/// Stored as <c>TEXT</c> to fit both Telegram's <c>long</c> chat ids
|
||||
/// and Discord's snowflakes.
|
||||
/// </summary>
|
||||
public string ChatId { get; set; } = string.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// Optional thread/topic id within the chat. Telegram's
|
||||
/// <c>message_thread_id</c>, Discord's thread snowflake, <c>null</c>
|
||||
/// when the chat has no sub-thread concept.
|
||||
/// </summary>
|
||||
public string? MessageThreadId { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Platform-specific user id of the wizard owner. Telegram uses
|
||||
/// <c>long</c>, Discord uses snowflakes — both fit in a string.
|
||||
/// </summary>
|
||||
public string OwnerId { get; set; } = string.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// Which messenger platform owns this draft. Defaults to
|
||||
/// <c>"Telegram"</c> for backward compatibility with pre-V032 rows.
|
||||
/// </summary>
|
||||
public string Platform { get; set; } = "Telegram";
|
||||
|
||||
public string Step { get; set; } = string.Empty;
|
||||
|
||||
public string PayloadJson { get; set; } = "{}";
|
||||
public long? DraftMessageId { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Id of the message that the wizard last edited. Stored as
|
||||
/// <c>TEXT</c> to fit both Telegram's <c>int32</c> ids and Discord's
|
||||
/// 64-bit snowflakes.
|
||||
/// </summary>
|
||||
public string? DraftMessageId { get; set; }
|
||||
|
||||
public DateTimeOffset CreatedAt { get; set; }
|
||||
|
||||
public DateTimeOffset UpdatedAt { get; set; }
|
||||
|
||||
public DateTimeOffset ExpiresAt { get; set; }
|
||||
}
|
||||
|
||||
+11
-10
@@ -8,14 +8,14 @@ namespace GmRelay.Shared.Features.Sessions.CreateSession.Wizard;
|
||||
|
||||
public sealed class WizardDraftRepository(NpgsqlDataSource dataSource) : IWizardDraftRepository
|
||||
{
|
||||
public async Task<WizardDraft?> GetActiveAsync(
|
||||
long chatId, int? messageThreadId, long ownerTelegramId, CancellationToken ct)
|
||||
public async Task<WizardDraft?> GetActiveAsync(string platform, string ownerId, CancellationToken ct)
|
||||
{
|
||||
const string sql = """
|
||||
SELECT id AS Id,
|
||||
chat_id AS ChatId,
|
||||
message_thread_id AS MessageThreadId,
|
||||
owner_telegram_id AS OwnerTelegramId,
|
||||
owner_id AS OwnerId,
|
||||
platform AS Platform,
|
||||
step AS Step,
|
||||
payload::text AS PayloadJson,
|
||||
draft_message_id AS DraftMessageId,
|
||||
@@ -23,17 +23,18 @@ public sealed class WizardDraftRepository(NpgsqlDataSource dataSource) : IWizard
|
||||
updated_at AS UpdatedAt,
|
||||
expires_at AS ExpiresAt
|
||||
FROM wizard_drafts
|
||||
WHERE chat_id = @ChatId
|
||||
AND (message_thread_id = @ThreadId OR (@ThreadId IS NULL AND message_thread_id IS NULL))
|
||||
AND owner_telegram_id = @OwnerId
|
||||
WHERE platform = @Platform
|
||||
AND owner_id = @OwnerId
|
||||
AND expires_at > NOW()
|
||||
ORDER BY updated_at DESC
|
||||
LIMIT 1
|
||||
""";
|
||||
|
||||
await using var connection = await dataSource.OpenConnectionAsync(ct);
|
||||
return await connection.QuerySingleOrDefaultAsync<WizardDraft>(
|
||||
new CommandDefinition(sql,
|
||||
new { ChatId = chatId, ThreadId = messageThreadId, OwnerId = ownerTelegramId },
|
||||
new CommandDefinition(
|
||||
sql,
|
||||
new { Platform = platform, OwnerId = ownerId },
|
||||
cancellationToken: ct));
|
||||
}
|
||||
|
||||
@@ -41,9 +42,9 @@ public sealed class WizardDraftRepository(NpgsqlDataSource dataSource) : IWizard
|
||||
{
|
||||
const string sql = """
|
||||
INSERT INTO wizard_drafts
|
||||
(id, chat_id, message_thread_id, owner_telegram_id, step, payload, draft_message_id, created_at, updated_at, expires_at)
|
||||
(id, chat_id, message_thread_id, owner_id, platform, step, payload, draft_message_id, created_at, updated_at, expires_at)
|
||||
VALUES
|
||||
(@Id, @ChatId, @MessageThreadId, @OwnerTelegramId, @Step, @PayloadJson::jsonb, @DraftMessageId, @CreatedAt, @UpdatedAt, @ExpiresAt)
|
||||
(@Id, @ChatId, @MessageThreadId, @OwnerId, @Platform, @Step, @PayloadJson::jsonb, @DraftMessageId, @CreatedAt, @UpdatedAt, @ExpiresAt)
|
||||
ON CONFLICT (id) DO UPDATE
|
||||
SET step = EXCLUDED.step,
|
||||
payload = EXCLUDED.payload,
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
namespace GmRelay.Shared.Features.Sessions.CreateSession.Wizard;
|
||||
|
||||
/// <summary>
|
||||
/// Limits and bounds used by the wizard's input validation. Kept here
|
||||
/// (rather than on the Telegram-only <c>WizardStep</c>) so the state
|
||||
/// machine can reference them without pulling in a platform dependency.
|
||||
/// </summary>
|
||||
public static class WizardStepLimits
|
||||
{
|
||||
public const int MaxTitleLength = 200;
|
||||
public const int MaxDescriptionLength = 4000;
|
||||
public const int MaxSystemLength = 100;
|
||||
public const int MaxCapacity = 50;
|
||||
public const int MinCapacity = 1;
|
||||
public const int MinDurationHours = 1;
|
||||
public const int MaxDurationHours = 12;
|
||||
}
|
||||
@@ -0,0 +1,30 @@
|
||||
namespace GmRelay.Shared.Features.Sessions.CreateSession.Wizard;
|
||||
|
||||
/// <summary>
|
||||
/// Symbolic step identifiers used by <see cref="WizardDraft.Step"/> and
|
||||
/// the <see cref="WizardCallbackData"/> payload. Strings (rather than an
|
||||
/// enum) so that future platforms can extend the set without breaking
|
||||
/// the wire format stored in PostgreSQL.
|
||||
/// </summary>
|
||||
public static class WizardStepNames
|
||||
{
|
||||
public const string Type = "Type";
|
||||
public const string Title = "Title";
|
||||
public const string Description = "Description";
|
||||
public const string Cover = "Cover";
|
||||
public const string System = "System";
|
||||
public const string Duration = "Duration";
|
||||
public const string DateTime = "DateTime";
|
||||
public const string Capacity = "Capacity";
|
||||
public const string Visibility = "Visibility";
|
||||
public const string PickClub = "PickClub";
|
||||
public const string Publish = "Publish";
|
||||
public const string Confirm = "Confirm";
|
||||
|
||||
// Pool steps
|
||||
public const string PoolSystemDuration = "PoolSystemDuration";
|
||||
public const string PoolAddSlots = "PoolAddSlots";
|
||||
public const string PoolSlotDateTime = "PoolSlotDateTime";
|
||||
public const string PoolSlotCapacity = "PoolSlotCapacity";
|
||||
public const string PoolConfirm = "PoolConfirm";
|
||||
}
|
||||
@@ -0,0 +1,247 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using GmRelay.Shared.Domain;
|
||||
|
||||
namespace GmRelay.Shared.Features.Sessions.CreateSession.Wizard;
|
||||
|
||||
/// <summary>
|
||||
/// Produces a (text, list of <see cref="WizardAction"/>s) pair for each
|
||||
/// wizard step. This is the "view builder" half of ADR-002: the same
|
||||
/// builder is used by every platform messenger, and each messenger is
|
||||
/// responsible for converting the action list into its native UI
|
||||
/// (Telegram's <c>InlineKeyboardMarkup</c> today, Discord components
|
||||
/// later).
|
||||
/// </summary>
|
||||
public static class WizardStepViewBuilder
|
||||
{
|
||||
public static (string Text, IReadOnlyList<WizardAction> Actions) Build(
|
||||
WizardDraft draft,
|
||||
WizardPayload payload,
|
||||
IReadOnlyList<WizardClubOption>? clubs = null)
|
||||
{
|
||||
return draft.Step switch
|
||||
{
|
||||
WizardStepNames.Type => BuildType(),
|
||||
WizardStepNames.Title => BuildTitle(),
|
||||
WizardStepNames.Description => BuildDescription(),
|
||||
WizardStepNames.Cover => BuildCover(),
|
||||
WizardStepNames.System => BuildSystem(),
|
||||
WizardStepNames.Duration => BuildDuration(),
|
||||
WizardStepNames.DateTime => BuildDateTime(),
|
||||
WizardStepNames.Capacity => BuildCapacity(),
|
||||
WizardStepNames.Visibility => BuildVisibility(),
|
||||
WizardStepNames.PickClub => BuildPickClub(clubs ?? Array.Empty<WizardClubOption>()),
|
||||
WizardStepNames.Publish => BuildPublish(),
|
||||
WizardStepNames.Confirm => BuildSingleConfirm(payload),
|
||||
|
||||
WizardStepNames.PoolSystemDuration => BuildPoolSystemDuration(),
|
||||
WizardStepNames.PoolAddSlots => BuildPoolAddSlots(payload),
|
||||
WizardStepNames.PoolSlotDateTime => BuildPoolSlotDateTime(),
|
||||
WizardStepNames.PoolSlotCapacity => BuildPoolSlotCapacity(),
|
||||
WizardStepNames.PoolConfirm => BuildPoolConfirm(payload),
|
||||
|
||||
_ => throw new InvalidOperationException($"Unknown wizard step: {draft.Step}"),
|
||||
};
|
||||
}
|
||||
|
||||
// ── Single-game views ──────────────────────────────────────────────
|
||||
private static (string, IReadOnlyList<WizardAction>) BuildType() => (
|
||||
"🎲 Создание новой игровой сессии\n\nЧто создаём?",
|
||||
new[]
|
||||
{
|
||||
new WizardAction("🎯 Одну игру", WizardCallbackData.Choice(WizardStepNames.Type, "single"), WizardActionStyle.Primary),
|
||||
new WizardAction("📅 Пул игр", WizardCallbackData.Choice(WizardStepNames.Type, "pool"), WizardActionStyle.Primary),
|
||||
new WizardAction("❌ Отмена", WizardCallbackData.Cancel(), WizardActionStyle.Danger),
|
||||
});
|
||||
|
||||
private static (string, IReadOnlyList<WizardAction>) BuildTitle() => (
|
||||
"📝 Введите название игры одним сообщением.",
|
||||
BackCancel());
|
||||
|
||||
private static (string, IReadOnlyList<WizardAction>) BuildDescription() => (
|
||||
"📄 Введите описание (или «-», чтобы пропустить).",
|
||||
SkipBackCancel());
|
||||
|
||||
private static (string, IReadOnlyList<WizardAction>) BuildCover() => (
|
||||
"🖼 Пришлите картинку как вложение или URL (или «-»).",
|
||||
SkipBackCancel());
|
||||
|
||||
private static (string, IReadOnlyList<WizardAction>) BuildSystem() => (
|
||||
"🎲 Выберите систему.",
|
||||
new List<WizardAction>
|
||||
{
|
||||
new("D&D 5e", WizardCallbackData.Choice(WizardStepNames.System, "Dnd5e")),
|
||||
new("Pathfinder 2e", WizardCallbackData.Choice(WizardStepNames.System, "Pathfinder2e")),
|
||||
new("Call of Cthulhu",WizardCallbackData.Choice(WizardStepNames.System, "CallOfCthulhu7e")),
|
||||
new("GURPS", WizardCallbackData.Choice(WizardStepNames.System, "GURPS")),
|
||||
new("Fate", WizardCallbackData.Choice(WizardStepNames.System, "Fate")),
|
||||
new("Другое… ✏️", WizardCallbackData.Choice(WizardStepNames.System, "_other")),
|
||||
new("⏭ Пропустить", WizardCallbackData.Choice(WizardStepNames.System, "_skip")),
|
||||
});
|
||||
|
||||
private static (string, IReadOnlyList<WizardAction>) BuildDuration() => (
|
||||
"⏱ Выберите длительность.",
|
||||
new List<WizardAction>
|
||||
{
|
||||
new("3 часа", WizardCallbackData.Choice(WizardStepNames.Duration, "180")),
|
||||
new("4 часа", WizardCallbackData.Choice(WizardStepNames.Duration, "240")),
|
||||
new("5 часов", WizardCallbackData.Choice(WizardStepNames.Duration, "300")),
|
||||
new("6 часов", WizardCallbackData.Choice(WizardStepNames.Duration, "360")),
|
||||
new("Другое… ✏️", WizardCallbackData.Choice(WizardStepNames.Duration, "_other")),
|
||||
new("⏭ Пропустить", WizardCallbackData.Choice(WizardStepNames.Duration, "_skip")),
|
||||
});
|
||||
|
||||
private static (string, IReadOnlyList<WizardAction>) BuildDateTime() => (
|
||||
"📅 Введите дату и время в формате ДД.ММ.ГГГГ ЧЧ:ММ (Москва).",
|
||||
BackCancel());
|
||||
|
||||
private static (string, IReadOnlyList<WizardAction>) BuildCapacity() => (
|
||||
"👥 Введите лимит мест (1..50) одним числом.\nЗатем нажмите кнопку waitlist.",
|
||||
new List<WizardAction>
|
||||
{
|
||||
new("✅ Waitlist вкл", WizardCallbackData.Choice(WizardStepNames.Capacity, "waitlist:on"), WizardActionStyle.Success),
|
||||
new("❌ Без waitlist", WizardCallbackData.Choice(WizardStepNames.Capacity, "waitlist:off"), WizardActionStyle.Danger),
|
||||
});
|
||||
|
||||
private static (string, IReadOnlyList<WizardAction>) BuildVisibility() => (
|
||||
"🔒 Выберите видимость.",
|
||||
new List<WizardAction>
|
||||
{
|
||||
new("🌐 Публичная в общем showcase", WizardCallbackData.Choice(WizardStepNames.Visibility, "public"), WizardActionStyle.Primary),
|
||||
new("🏠 Публичная в витрине клуба", WizardCallbackData.Choice(WizardStepNames.Visibility, "club"), WizardActionStyle.Primary),
|
||||
new("🔐 Только для членов клуба", WizardCallbackData.Choice(WizardStepNames.Visibility, "members")),
|
||||
new("🏷 Выбрать клуб…", WizardCallbackData.Choice(WizardStepNames.Visibility, "pickclub")),
|
||||
});
|
||||
|
||||
private static (string, IReadOnlyList<WizardAction>) BuildPickClub(IReadOnlyList<WizardClubOption> clubs)
|
||||
{
|
||||
if (clubs.Count == 0)
|
||||
{
|
||||
return (
|
||||
"🏷 У вас нет клубов. Создайте клуб в Web dashboard и вернитесь.",
|
||||
BackCancel());
|
||||
}
|
||||
var actions = new List<WizardAction>(clubs.Count);
|
||||
foreach (var club in clubs)
|
||||
{
|
||||
actions.Add(new WizardAction(
|
||||
club.Name,
|
||||
WizardCallbackData.Choice(WizardStepNames.PickClub, club.ClubId.ToString())));
|
||||
}
|
||||
return ("🏷 Выберите клуб:", actions);
|
||||
}
|
||||
|
||||
private static (string, IReadOnlyList<WizardAction>) BuildPublish() => (
|
||||
"✨ Опубликовать в витрине сейчас?",
|
||||
new List<WizardAction>
|
||||
{
|
||||
new("✅ Опубликовать", WizardCallbackData.Choice(WizardStepNames.Publish, "yes"), WizardActionStyle.Success),
|
||||
new("📝 Только в чате", WizardCallbackData.Choice(WizardStepNames.Publish, "no")),
|
||||
});
|
||||
|
||||
private static (string, IReadOnlyList<WizardAction>) BuildSingleConfirm(WizardPayload p)
|
||||
{
|
||||
var sb = new StringBuilder();
|
||||
sb.AppendLine("👀 Проверьте перед созданием:");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine($"🎲 {p.Title}");
|
||||
if (!string.IsNullOrEmpty(p.Description)) sb.AppendLine($"📄 {p.Description}");
|
||||
if (!string.IsNullOrEmpty(p.System)) sb.AppendLine($"🎲 Система: {p.System}");
|
||||
if (p.DurationMinutes.HasValue) sb.AppendLine($"⏱ Длительность: {p.DurationMinutes / 60} ч");
|
||||
if (p.Single?.ScheduledAt is { } at) sb.AppendLine($"📅 {at.FormatMoscow()} (МСК)");
|
||||
if (p.Single?.MaxPlayers is { } mp) sb.AppendLine($"👥 Мест: {mp}, waitlist {(p.Waitlist == true ? "вкл" : "выкл")}");
|
||||
sb.AppendLine($"🔒 Видимость: {RenderVisibilityText(p.Visibility)}");
|
||||
return (
|
||||
sb.ToString(),
|
||||
new List<WizardAction>
|
||||
{
|
||||
new("✅ Создать", WizardCallbackData.Create(), WizardActionStyle.Success),
|
||||
new("⬅️ Назад", WizardCallbackData.Back()),
|
||||
new("❌ Отмена", WizardCallbackData.Cancel(), WizardActionStyle.Danger),
|
||||
});
|
||||
}
|
||||
|
||||
// ── Pool views ─────────────────────────────────────────────────────
|
||||
private static (string, IReadOnlyList<WizardAction>) BuildPoolSystemDuration() => (
|
||||
"🎲 Выберите систему и длительность пула.",
|
||||
new List<WizardAction>
|
||||
{
|
||||
new("D&D 5e · 4 ч", WizardCallbackData.Choice(WizardStepNames.PoolSystemDuration, "Dnd5e:240")),
|
||||
new("Pathfinder 2e · 4 ч", WizardCallbackData.Choice(WizardStepNames.PoolSystemDuration, "Pathfinder2e:240")),
|
||||
new("Call of Cthulhu · 3 ч",WizardCallbackData.Choice(WizardStepNames.PoolSystemDuration, "CallOfCthulhu7e:180")),
|
||||
new("GURPS · 4 ч", WizardCallbackData.Choice(WizardStepNames.PoolSystemDuration, "GURPS:240")),
|
||||
new("Другое… ✏️", WizardCallbackData.Choice(WizardStepNames.PoolSystemDuration, "_custom")),
|
||||
});
|
||||
|
||||
private static (string, IReadOnlyList<WizardAction>) BuildPoolAddSlots(WizardPayload p) => (
|
||||
$"📅 Слоты пула «{p.Title}»\n\nДобавлено: {(p.Pool?.Slots.Count ?? 0)}",
|
||||
new List<WizardAction>
|
||||
{
|
||||
new("➕ Добавить слот", WizardCallbackData.Choice(WizardStepNames.PoolAddSlots, "add"), WizardActionStyle.Primary),
|
||||
new("✅ Готово, к превью", WizardCallbackData.Choice(WizardStepNames.PoolAddSlots, "done"), WizardActionStyle.Success),
|
||||
});
|
||||
|
||||
private static (string, IReadOnlyList<WizardAction>) BuildPoolSlotDateTime() => (
|
||||
"📅 Введите дату/время слота (ДД.ММ.ГГГГ ЧЧ:ММ).",
|
||||
BackCancel());
|
||||
|
||||
private static (string, IReadOnlyList<WizardAction>) BuildPoolSlotCapacity() => (
|
||||
"👥 Введите лимит мест (1..50) и выберите waitlist.",
|
||||
new List<WizardAction>
|
||||
{
|
||||
new("✅ Waitlist вкл", WizardCallbackData.Choice(WizardStepNames.PoolSlotCapacity, "waitlist:on"), WizardActionStyle.Success),
|
||||
new("❌ Без waitlist", WizardCallbackData.Choice(WizardStepNames.PoolSlotCapacity, "waitlist:off"), WizardActionStyle.Danger),
|
||||
});
|
||||
|
||||
private static (string, IReadOnlyList<WizardAction>) BuildPoolConfirm(WizardPayload p)
|
||||
{
|
||||
var sb = new StringBuilder();
|
||||
sb.AppendLine("👀 Проверьте пул перед созданием:");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine($"📝 {p.Title}");
|
||||
if (!string.IsNullOrEmpty(p.Description)) sb.AppendLine($"📄 {p.Description}");
|
||||
if (!string.IsNullOrEmpty(p.System)) sb.AppendLine($"🎲 Система: {p.System}");
|
||||
if (p.DurationMinutes.HasValue) sb.AppendLine($"⏱ Длительность: {p.DurationMinutes / 60} ч");
|
||||
sb.AppendLine($"🔒 Видимость: {RenderVisibilityText(p.Visibility)}");
|
||||
sb.AppendLine();
|
||||
sb.AppendLine($"Слоты ({p.Pool?.Slots.Count ?? 0}):");
|
||||
if (p.Pool is not null)
|
||||
{
|
||||
foreach (var s in p.Pool.Slots)
|
||||
{
|
||||
sb.AppendLine($" • {s.ScheduledAt.FormatMoscow()} — мест {s.MaxPlayers}, waitlist {(s.Waitlist ? "вкл" : "выкл")}");
|
||||
}
|
||||
}
|
||||
return (
|
||||
sb.ToString(),
|
||||
new List<WizardAction>
|
||||
{
|
||||
new("✅ Создать пул", WizardCallbackData.Create(), WizardActionStyle.Success),
|
||||
new("⬅️ Назад", WizardCallbackData.Back()),
|
||||
new("❌ Отмена", WizardCallbackData.Cancel(), WizardActionStyle.Danger),
|
||||
});
|
||||
}
|
||||
|
||||
// ── Helpers ────────────────────────────────────────────────────────
|
||||
private static IReadOnlyList<WizardAction> BackCancel() => new[]
|
||||
{
|
||||
new WizardAction("⬅️ Назад", WizardCallbackData.Back()),
|
||||
new WizardAction("❌ Отмена", WizardCallbackData.Cancel(), WizardActionStyle.Danger),
|
||||
};
|
||||
|
||||
private static IReadOnlyList<WizardAction> SkipBackCancel() => new[]
|
||||
{
|
||||
new WizardAction("⏭ Пропустить", WizardCallbackData.Choice("Skip", "1")),
|
||||
new WizardAction("⬅️ Назад", WizardCallbackData.Back()),
|
||||
new WizardAction("❌ Отмена", WizardCallbackData.Cancel(), WizardActionStyle.Danger),
|
||||
};
|
||||
|
||||
private static string RenderVisibilityText(WizardVisibility? v) => v switch
|
||||
{
|
||||
WizardVisibility.Public => "публичная в общем showcase",
|
||||
WizardVisibility.Club => "публичная в витрине клуба",
|
||||
WizardVisibility.Members => "только для членов клуба",
|
||||
_ => "не задана",
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
using System;
|
||||
|
||||
namespace GmRelay.Shared.Features.Sessions.CreateSession.Wizard;
|
||||
|
||||
/// <summary>
|
||||
/// Raised when the wizard's persistence layer fails. The wizard catches
|
||||
/// this specifically so the user sees a friendly message instead of a
|
||||
/// raw stack trace.
|
||||
/// </summary>
|
||||
public sealed class WizardStorageException : Exception
|
||||
{
|
||||
public WizardStorageException(string message, Exception inner)
|
||||
: base(message, inner)
|
||||
{
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user